I have not played every map or even in a specific order, and most of the maps I played in 2011 so there could have been changes since, but here's what I recall from what I have played (keeping brief, like Memfis):
01: Good short starting map with plenty of action.
02: Excellent gray/tech style. Not very big but very sweet.
03: Mixed feelings here on the progression where you need not explore all areas. Darkness doesn't bother me (referring to later parts).
04: Don't remember it really that much, so middle quality I guess.
05: I think this was a bit more deserted, the version I tested. But I know I rather liked it. Interesting progression.
06: Thoroughly enjoyed this level. Can't remember if I got SSG or not, but I know I made it through okay.
07: I had played part of this level, yet never finished it. I seem to recall some balance issues, but Phobus liked it as is.
08: I think I ran a bit low on ammo and my feelings were mixed overall; thought the progression needed some work.
09: Once I found the SSG, I loved this level! GJ for sure. And it only took me a few tries to find (the SSG).
10: Very brutal, but very good. Usual DD high standard. Beautiful design and architecture, just know UV is experts only!
14: It was buggy in spots and the RL gameplay took me a little getting used to, but then I liked it. Suggestion: make 13 a death exit so there is no evading the (obviously intended) RL gameplay.
18: Had the Cyber/bridge problem Memfis talked about. Otherwise, it was very well done and kept my interest in spite of the size. Nice work. :)
23: I thought it was okay (and just okay) when I played it but seem to recall it being a version with even more basic architecture, less monsters, and maybe a bit smaller as well.
29: Once I had a weapon, awesome. The ideal penultimate level. Very challenging indeed, but it should be! (BTW CC3 Map29 had to use more than double the monster count to accomplish the same thing.)